Torchbearer
Platform: Commodore 64
Gametype: Undefined
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Manual :

Humans have always run 
rampant in Pastoria. They are 
a warlike race and distrust 
most of the other races, as well 
as each other. Despite this, 
they can be very kind and 
gentle to travellers. Their 
weapons are crude, but 
effective. Humans are noted 
far and wide for their strong 
intuition, particularly the 
females of the species. 

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Spradlings are strong hairless creatures with 
small ears. They are craftsmen by tradition and 
enjoy showing their creations to 
any who will hold still long 
enough. Although very gentle 
by nature the Sprads are not 
a passive race. Years ago a 
band of rogues attacked a 
spradling village hoping 
to loot its wealth. The 
Spradlings were terribly 
outnumbered six to one. 
The ruffians were never 
seen after that day. 

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Little is understood about Gnomes. Most of 
them are reclusive, rarely speaking with outsiders. 
What is known about them is this: They live all 
through the land of Pastoria, most often around 
and in trees where they won't be bothered. 
Gnomes treasure knowledge of all kinds and 
many study magic in some form. Gnomes make 
excellent physicians and philosophers. 

Few races can compare with the wild Dwarf. 
Dwarves have a strong sense of humor, relish 
their ale, and are one of the few races to have 
won a war against Humans. (See 
The Rum Wars, Vol. 2 
Encyclopedia Pastorial.) 
Dwarves have made the 
working of metal an art 

form. Their strong 
constitutions make them 
one of the hardiest races of 
Pastoria. 

Gardkins are a diminutive 
race resembling Elves. Unlike 
their distant cousins, the 
Gardkins are playful and 
enjoy strong drink. Their 
playful attitudes often 
hide great wisdom and 
insight. Indeed the 
intuition of this race is 
quite similar to 
Humans. Some have 
even speculated that  

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the Gardkins are a halfbreed result from the 
joining of Human and Elf. 

Cites 

This leads to the race called Elves. They are 
generally short and slight, few being taller than 
five feet high. Their facial features are 
strongly defined and their eyes are 
piercing. A very puzzling race, 
perpetuated by the fact that they 
rarely associate with others. They are 
a quiet race, but like the Spradlings 
this quiet hides the fierceness 
within. 

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For a smooth blending of vigor and intuition 
look to the farmer. Years of pushing the 
plow show in their strong backs and 
large arms. Although most are not 
formally educated they seem to 
possess a keen ability called "horse 
sense.' 7 They understand, better 
than most, the chang- 
ing of the seasons, 
when to plant, when 
to harvest. The 
farmer's strength and 
5^ intuition make for a real 
survivor in the harsh 
countryside. 

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Having pounded cruel iron and molded pure 
steel for most of his life, the blacksmith is not 
one to argue with. The stamina of a smith is 
second to none. With the strength to carry an 
anvil in one hand while stoking the fires with the 
other, the blacksmith is respected by many 
and insulted by few. 
Truly a professional 
background well 
suited for an 
adventurer. 

Trained in the healing 
of others, physicians are 
greatly respected. They 
know of the many healing '/f^ 
plants and fungi around 
Pastoria and can avoid the 
poisoned ones. Physicians have 
strong hands and acute vision. These skills make 
for a potent adventurer. 

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The barkeeper is usually one who's strength is 
only equaled by his insight. Most bartenders have 
had their share of fist fights. A good bartender 

must be able to stop a 
room full of fighting 
men single handed. 
But don't assume a 
barkeep to be a 
mere scrapper. 
From years of 
observing and 
listening to patrons 
the barkeeper has 
developed great 
insights into the minds 
of others. 

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With sharp eyes and nimble hands the tailor 
plies his humble trade. 
These quiet non ivV+W< 

threatening types - - ^ ^ 

keep a low profile 
in their towns. 
But don't be 
fooled, it is rumored 

that the Tailors Guild secretly train their members 
in the mystic arts. This is of course just a rumor. 
It is well known only one wizard lives these days. 
Still, with a tailor you would find a fine 
adventurer. 

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Locksmiths are a strange breed. 
Many sit in their shops all day long 
examining this lock or that key. 
They seem to derive a curious 
sense of pleasure from picking the 
lock of a fellow craftsman, while 
trying to create an unpickable lock 
themselves. Nimble fingered and 
agile, the locksmith could well 
survive in a dungeon where brute 
force might fail. 

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A very skilled haggler, the merchant is very 
much an expert in exchangeable goods where 
the normal customer might be fooled by a fast 
talking salesman, the merchant can determine 
the true worth of the item. Merchants usually 
have good starting capital so they can invest in 
new selling stock. 
Although poor 
fighters with little 
education the 
merchant is 
seldom short 
on gold. 

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Pondering the great mysteries of life, the 
philosopher earns his living giving council to 
others. Many philosophers write poetry to 
express their innermost thoughts and feelings. 
They have strong minds and good insights about 
themselves and others. 
They study often and 
learn quickly, a skill 
of some importance 
to any adventurer. 

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Travelling the land in search 
of rare horse feathers and 
turtle fur the trapper earns 
a living hunting and 
trapping game. Trappers are 
usually strong, able bodied 
and have great intuition 
where animals are 
concerned. 
The trapper 
seldom 
goes hungry 
as he hunts game in the wild. Clever and strong, 
what better attributes could any adventurer 
want? 

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Limited Warranty 

Free Spirit Software, Inc. warrants that the diskette on which 
the enclosed software program is recorded will be free from 
defects in materials and workmanship for a period of 90 days. 
If, within 90 days from the date of purchase, the diskette proves 
defective in any way, you may return it to Free Spirit Software, 
Inc., 905 W. Hillgrove, Suite 6, La Grange, IL 60525 and Free 
Spirit will replace it free of charge. 

Free Spirit Software, Inc. makes no warranties, either 
expressed or implied, with respect to the software program 
recorded on the diskette or the instructions, their quality, 
performance, merchantability or fitness for any particular 
purpose. The program and instructions are sold "as is." The 
entire risk as to their quality and performance is with the buyer. 
In no event will Free Spirit Software, Inc. be liable for direct, 
indirect, incidental or consequential damages resulting from any 
defect in the program or instructions even if Free Spirit Software, 
Inc. has been advised of the possibility of such damages. 

The enclosed software program and instructions are 
copyrighted. All rights reserved. 

© 1987 Free Spirit Software, Inc. All rights reserved. 

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Years ago, Talis Vaultheart, a powerful 
and evil wizard, stole theTorch of Truth 
and hid it somewhere within the many 
sanctuaries and dungeons of Pastoria. 
With the people thus blinded, 
Vaultheart began to take the land. The 
time has come for a new hero to take 
it back! Will you accept the challenge? 
The Kingdom of Pastoria is a large 
island with many smaller islands 
surrounding. You will explore many of 
them on your quest for the lost Torch. 
Although you start as a common 
citizen, you are far from common. You 
possess the last of the mysterious 
luckstones! Study magic, increase your 
fighting strength and speak with the 
townspeople. All this will help you on 
your quest. Torchbearer is a challenging 
graphic adventure game. 

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Printed in USA 

© 1987 by Free Spirit Software, Inc. 

All rights reserved.
